Advanced Tactics Gold - Cherry
It’s now been over 20 years since the release of People’s Tactics. The formula hasn't changed much: a wargame mixed with procedural empire building. In 2007, People’s Tactics received an upgrade with the release of Advanced Tactics, which in turn was upgraded in 2011 with Advanced Tactics Gold.

Advanced Tactics Gold saw many years of active development throughout its lifecycle, though development had slowed considerably over the last 4-5 years—until two years ago. Thanks to Erich Ormand, ATG received a significant refresh, resulting in this final release of Advanced Tactics Gold.

A huge thanks to Erich, as well as to all the players who have supported Advanced Tactics over the past two decades. Special appreciation also goes out to all the testers, modders, and streamers who have contributed greatly.

Thank you all for your part in making ATG possible! There aren't many games with such a lengthy lifespan, and our collective effort has established ATG as a legacy classic.

Update V2.40.106 is here
Bringing major improvements, optimizations, and important bug fixes to enhance your gameplay experience:

Bug Fixes and Stability Improvements
  • Fixed multiple CTD issues, including those related to the Model Designer, Unit Analysis Statistics, and AI turn processing.
  • Resolved various movement pathfinding issues, ensuring smoother unit navigation across the map.
  • Fixed TOE autotransfer and autoreinforce bugs, preventing errors in unit management.
  • Addressed several editor-related issues, including graphics display, item assignments, and SFType functions.
Game Changes and Features
  • The Preferences window has been redesigned, adding new sections and the option to hide real-time AI calculations.
  • The “High Gfx Speed” option is now enabled by default, improving performance for large maps and high-resolution screens.
  • Adjusted the "Stone Age" random game setting, making it only available when selecting “1 Town Start” to ensure game balance.
  • Additional checks and warnings have been added to prevent incorrect TOE imports and missing graphics.
Check out the full changelog below to ensure you don’t miss a thing:

V2.40.106 - April 16, 2025

Game Bug Fixes
1. Fixed CTD in the Model Designer (TOE editor) occurring when deleting the last subformation in the TOE and then clicking delete again.
2. Fixed cosmetic issues with movement path when moving to hex (0,0) through hex (0,1) and when the path extended to the edge of the map and would not clear when the mouse moved off the map.
3. Changed movement path algorithm for an extremely rare case where the path is “confused” and cannot find the hex path on the map and gets stuck in an infinite loop. The loop is terminated, and the path is not active until another unit is selected.
4. Fixed CTD when pressing the “Unit Analysis Statistics” button (ANL) when the unit is not attached to an HQ.
5. Fixed CTD during AI turn when the AI removes a unit with no AIplan assigned to it.
6. Fixed bugs in TOE autotransfer related to autostaffing
7. On the Random Game screen made the “Climate Settings” button actually inactive when “No Climate” is selected. It just looked inactive.
8. Fixed problem occurring when clicking on the “Go To This Unit” button in the OOB panel would not focus on the selected unit in zoomed mode.
9. Fixed problem centering on the selected hex for looping maps when clicking in the info box.
10. Fixed bug calculating the movement speed of units with subformations that transport other subformations capable of transporting subformations
11. Fixed bug where air units in older games were not allocated to air combat.
12. Fixed bugs associated with setting ID number to data elements in the editor. Added a warning if IDs for data elements conflict.
13. Fixed bug for when playing Action Cards that use messagebox or inputbox that would erase any messages occurring in the event called by the card.
14. Fixed bug when putting a unit on the map in the editor and setting the regime to -1, which would cause a CTD
15. Disabled the “Other Counter” setting for a TOE when exporting or importing a set of TOEs from a file.
16. Fixed bug in TOE autoreinforce routines leading to subscript out of range while checking for subformation types that are available for the reinforcement type in the TOE
17. Fixed a potential divide by zero error as the AI analyzes areas needing troops by comparing what it might have in the area.
18. Fixed graphics issues when setting a unit’s HQ when selecting the HQ using the list feature
19. Fixed graphics issues when selecting air units to conduct an airstrike or bombing mission on a hex via the list feature. Added ability to select multiple units from the listbox.
20. Fixed bug with the “No Resources” option for random games where fuel usage was still being charged for strategic transfers.
21. Fixed some text typos.

Editor Bug Fixes
1. Fixed a bug in the Exec function that removes a subformation type from units in a hex. It removed all units instead.
2. Changed ExecDisableVariant to be able to disable based on a selected variant or to disable completely.
3. Fixed issue in the editor where a picture from an SFType used for an Item was not removed from the item if the SFType was deleted.
4. Fixed bug in Exec function setting the graphics for an SFType’s extra graphics also set that graphic for the SFType’s main graphics
5. Added Check and Exec routines to better manipulate the extra graphics for an SFType.
6. Fixed description for new execs, ExecSFTypeExtraGraphicsCode and ExecSFTypeExtraGraphicsName.
7. Fixed issues in the editor displaying the correct stringlist for a regime’s officerpool stringlist.
8. Fixed bug in CheckSFTypeStat not returning InterceptAntiSupplyRangeIsAP. Also, added CVOperations data to routine.

Game Changes and Features
1. Modified the editobj.txt file so that the option “High Gfx Speed” is on by default. This also resets other options to default. “High Gfx Speed” generally improves performance for large maps and larger screens.
2. Changed the random game option “Stone Age” to be available only when selecting the “1 Town Start” option. This is because the initial garrison units conflict with “Stone Age” as some subformations are included with techs not yet available with Stone Age. On the other hand, “1 Town Start” begins the game with just the Super HQ.
3. Added check in the TOE Model designer to check if TOE counter graphic has an index that is larger than the number of available counter graphics. Generally, this can only affect a game/scenario where TOEs are improperly imported and there is no way to correct it. If it occurs, the user is warned and the graphic is not drawn in the TOE editor.
4. Redesigned the in-game Preferences window to have sections and added “Hide Realtime AI” as an in game preference.
5. Added Exec and Check functions in the editor to change the Extra graphics for SFTypes
6. Modified ExecMutateSFType functions, which were removing empty units after performing SFType mutations. This feature could interfere with the TOE autoreinforce feature. Now, empty units are removed only if they do not have a TOE assigned to them and are not a headquarters unit.
7. Added Check function to return STFType number for an Item.
Advanced Tactics Gold - Severus Lupus
Hello everyone, today we have a bit of a surprise for you classic wargame fans out there.

Advanced Tactics Gold has gotten its first update in nearly five years, and it's a big one. ATG is also a whopping 70% off on Steam, so now is a great time to pick it up.

Almost all the credits for this huge update go to Erich Ormand. More than a year of his hard work has fixed many issues and has added plenty of new features. VR Designs looks forward to continue working with Erich on the Advanced Tactics series.

A brief rundown of new features includes...


A new randomized map system with climate zones and random regimes

Our new visual pathing system shows you exactly where your units are advancing

Raising new units allows you to assign an HQ and/or TOE model

Our new system allows to select regimes and gives you many aesthetic options for your opponents

World generation now includes more climate model options spanning all the regions around globe
The full changelog is posted below.

New Game Features:1. Random Games
a. Added ability for random games to select regime people, colors, and flags.
b. Modified climate system for random games to have seven zones, including climate in the southern hemisphere. Ability to select from 22 different climate options in random games, including the Southern Hemishpere.
2. Added movement path in movement mode. It is displayed by moving the mouse over a valid hex. Displays path and AP cost.
3. Added features to help streamline game play:
a. Added new movement mode activated in the Preferences window. With this, the movement mode stays active until exited. Select units to move
with left mouse click and move to a hex with right mouse click. Right clicking on an enemy unit switches to Land combat mode. It is
possible to move multiple units without having to re-enter the movement mode.
b. Modified creation of new units to allow selection and assignment of an HQ and/or TOE model.
c. Added button in the Transfer Window to transfer subformations needed to meet the receiving unit's TOE requirements.
d. Added Production Overview Window accessible from the main play window.
4. AI Enhancements
a. Improved AI combat decisions to conduct better attacks by utilizing the stacking rules, not conduct very low-odds attacks, and to
advance after combat.
b. Improved AI airstrike decisions to also consider hexes that might be attacked during the AI's turn.
c. Constrained AI units to better comply with stack limits
d. Added constraints to AI movemement to help reduce instances of AI the overstacking
5. Anti-supply Improvements:
a. Made TOE transfers subject to anti-supply losses.
b. Modified anti-supply kills so that they can be displayed in the round they occur.
d. Added capability to make resouces accounted for with a RegimeSlot to be subject to anti-supply interdiction. Activated with Rulevar(938).
e. Added alternative, and improved anti-supply system that allows subformations to intercept anti-supply and implements a fuel cost
for anti-supply. Activated with a Rulevar(940)
6. Modified Campaigns to allow transfers of models, TOE models, units with TOEs assigned, and officers.
7. Introduced auto-naming for screenshots and auto-saves.
8. Improved Preferences Window. Now includes volume sliders for sound effects and music and selecting resolution for screen shots. Added
Preferences window to the opening screen
9. Added capability to make aircraft subformations specific for aircraft carrier operations.
10. Added an alternative strategic movement system where costs are calculated only from the unit to the destination.
11. Significant improvement in the performance of the autoreinforcement algorithm used for the TO&E system. Up to three times faster for large
games with many transfers. Introduced option to have TOE transfers occur in multiple rounds

Masterfile PhoenixGame.at2 for creating random games:1. Selection of regime people, colors, and flags
2. Three Variants: 1) Use NATO counters on units, 2) Delayed War, 3) Apply Anti-supply to resources, 4) nultiple rounds for autoreinforcements
3. Map labels for resource hexes are updated when the locations are upgraded
4. Added map labels for the cities of the hidden AI regime
5. Introduced algorithm to slow AI factory production as it builds factories.
6. Shipyards are allowed on maps with more than 25% water. The AI can build shipyards.
7. Introduced a prioritization algorithm for AI building of factories
8. Implemented new anti-supply system.
9. Aircraft must be CV capable to operate from aircraft carriers.
10. Low-fuel warning message when fuel stockpiles are low.

Bug Fixes:1. TOE transfers where HQ would continue transfers despite anti-supply losses. HQ will transfer only the initial request for troops.
2. Fixed zoom in and out feature to correctly center on the map.
3. Fixed bug where clicking on units in the hex info window would not be selected for the TOE Change Model Window.
4. Fixed bug where changing a TOE model name would reset the names for all units with the TOE assigned to them.
5. Fixed TOE import/export feature to utilize all four NATO graphics.
6. Fixed display of an HQ without an officer where subformations are shown in list when selecting this HQ following the selection of an HQ with
an officer.
7. Fixed issues where units were not correctly mobilized when sufficient mobilizers were present in the unit.
8. Fixed bug where preview AP cost for building roads/bridges was incorrect for mobilized Engineer units.
9. Fixed bug where resources and PP production are not updated when giving a city to an ally or setting the city to "No HQ".
10. Fixed bug where production of an obsolete item would be disallowed despite the location having remainders for the item in its queue.
11. Changed production display to not show items with a cost < 0.
12. Fixed bug displaying medium National icon in full zoom mode on big unit counters.
13. Fixed confusing message in Transfer Window when a naval unit is selected. Displays "Naval Unitsa cannot use Navy Cap".
14. Fixed confusing language for paratroops ordered to paradrop/air transfer.
15. Added information to history display when an AI unit has surprise land attack. Added attack arrow showing where attack occurred and
indicating it was an "Ambush Attack".
16. Fixed bug in transfers where the wrong unit was used to apply anti-supply losses to transporters when transferring to an HQ and using
the Cap of the receiving HQ.
17. Fixed bug in editor where event numbers for Location Types for AI building were not properly switched when moving events in the event editor.
18. Fixed CTD in editor when using the TOE designer and SFType Designer and either canceling or entering a regime out of range.
19. Fixed bug when using the zoom wheel and the selected hex changed. If the original selected hex was a production center, the production
button was still active and a CTD would occur if clicked.
20. Fixed "Change Sort Name" in the "Change TOE Model" window so that it also changes the name that is displayed on the unit counter.
21. Fixed uncommon problem where an HQ could be set to a non-HQ TOE model.
22. Fixed text when assigning officer to an HQ with TOE model so that when no officer is present, it says “Appoint” rather than “Swap”.
Similarly, when an officer is present, the text “Selected HQ has no officer” is displayed, as it is for a non-TOE HQ with no officer.
23. Fixed issue where changing the name of a model in the event used to create a model didn’t change the item name after the model was
fully created.
24. Fixed bug where users could not set and save custom colors. These are saved in the file MyATGCustomColors.txt in R,G,B format in the
main directory). Note custom colors are added in the ColorDialog only when clicking OK.
25. Fixed bug in event function to change the name of an SFType model inside the event that creates the model.
26. Fixed bug with aircraft and CV capacity for individual CVs. It was possible to load an aircraft that was too heavy for a single CV if
more CVs were present to cover the total weight.
27. Fixed several refresh problems in the editor.
28. Fixed a round off display problem with the prognosis of the concentric bonus display. If the bonus was 1.10 and the penalty was 1/2, it
would display a bonus of 4% instead of 5%.
29. Fixed bug in recon system where the unit counter would have the correct recon level, but the subformation display had 100% recon.
Modified recon algorithm to be centrally peaked about a most probable value.
30. Fixed bug where clicking on a unit’s HQ in the Unit window would bring up the HQ but the Officer button was inactive.
31. Fixed problem when adding an HQ with leader from an event that is executed using ExecCallFunction. In this case, the TempVar and
TempString variables could be altered.
32. Fixed an issue that can lead to confusion after transfers to units in the same hex by returning the transferring unit to be displayed
at the top of the stack in the hex. When transferring to units into the same hex and selecting the unit by clicking on the map, the
receiving unit is at the top of the pile. When exiting the transfer window, the transferring unit is the selected unit, but is under the
receiving unit, which is displayed at the top of the map. This can lead to some confusion about which unit is selected.
33. Fixed bug where it was possible to unload a unit onto a non-highlighted hex. For example, a hex where an amphibious invasion is not possible
34. Fixed bug where the AP displayed in the unit info window was incorrect for naval units that conducted air operations. It showed 0 AP in
the AP box, but the units still had + AP, which was correctly displayed for each SFType
35. Fixed bug in editor function ExecSFTypeStat that wouldn’t change stats for SFTypes with index 0 and SFTypeCount.
36. Fixed issue with units that have a TOE assigned but have a subformation in the unit that does not have a reinforcement type assigned to it.
This led to incorrect transfers being made, and in some cases a CTD
37. Fixed potential issue in ExecUnitAPModifier where a cap is put in place for existing AP <= 100 + Modifier. This can conflict with the
ActionPointMod for the SFType, which can be greater than 1, and units could start with more than 100 AP.
Capped at 100*ActionPointMod + Modifier.
38. Fixed bug where the map was not correctly centered in all zoom modes following actions in the Production Overview window; in
particular, select a different production location and exit the Production Overview window to the standard production window by clicking
the “Close Production Overview” button
39. Fixed bug when selecting all units to participate in an attack when an allied unit is present in the hex and at the top of the stack.
Units of the current regime in this hex were not added to the attack.
40. Fixed bug in message for troops lost during transfer due to enemy interdiction. The first subformation type in the scenario was omitted
from the message
41. Fixed bug with air lift of unit. There was an inconsistency in the move calculation in the set up and execution, which led to a huge
fuel expenditure for air lifts beyond 50% of the air transport range.
42. Fixed bug in how the event called specified by rulevar(480) for random game setups was being called. It was being executed before the map
was fully set up, which led to potential errors if the event queried regime names, hex ownership, and terrain around small islands.
43. Fixed issue with strategic movement and mouse over where a message was displayed that strategic movement to a hex was impossible even
though the transfer wouldn’t use all the cap. Also, fixed the hex shading in the strategic transfer window to highlight only allowed
transfer hexes.
44, Fixed issue for paradrops on friendly territory where the paratroops were shown as defenders in the battle screen following the drop.
45. Fixed bug in random games where raw was used for constructing airbases and factories when the “No Resources” option was selected.
46. Fixed bug with scrolling the map in the SelectUnit and SelectMap pop-up windows where the map wouldn’t scroll when at the edges of the map.
47. Fixed bug in the Officer Pool where the “Relieve” button was active for HQs without an officer but had a TOE assigned to them
48. Changed swapping commanders so that commanders kept their historical units. This allows scenario designers the ability to track a
commander throughout the game.
49. Fixed CTDs in the editor when selecting the TOE and SFType Model Designers in the and either canceling or giving a regime out of range.
50. Fixed CTD when trying to access the SFType Model Designer in the editor and the model names are set for the regime people
51. Fixed "flashing" that occurred when a windows element, such as Listbox, was closed after getting input from the player.
52. Fixed potential bug where EP for a unit became negative, and doesn’t get zeroed out.
53. Fixed CTD when trying to give a naval unit to an ally while the naval unit is at sea.
54. Fixed bug gifting units to an ally where one could create a unit in the territory of an allied regime and then gift it to another
allied regime despite that regime not being allied to the regime where the unit was created.
55. Fixed bug in DoTransfer routine where fuel for rail transfers would not be charged to rail transfers, but instead would be added to
land transfers.
56. Fixed bug in the editor where adding lines of code to an event would alter the event ID number.
57. Added an option in the Preferences window to have a unique file name for the autosave feature.
58. Fixed bug in the TOE transfer system where the no return feature assigned to the TOE was not being respected.
59. Fixed CTD in the TOE transfer routine that can be caused when an HQ is loaded onto a transport ship.
60. Fixed unit logs set up in the TOE transfer system.
61. Fixed CTD occurring when surrendering in games with officers
62. Fixed bug where it wasn’t possible to upgrade a subformation in a unit from the unit subformation info window if there are 8 subformations
in the unit even if the upgraded subformation was already present in the unit due to a previous upgrade or transfer and wouldn’t exceed
the subformation maximum limit.
63. Fixed bug causing a CTD in subroutine forcing the AI to be resource compliant.
64. Fixed bug causing a CTD when interdicting resources and a regime has lost its destination hex.
65. Fixed bug in new anti-supply routine that occasionally caused a CTD.
66. Fixed bug where the AP cost for engineers to construct a road/bridge was calculated incorrectly when the engineers are mobilized.

Editor Enhancements:1. Added ability to move data elements in the editor to different positions in their respective lists. subformations, Landscape, items, research, roads, rivers, locations, etc.
2. Added ID tags to each element so that they can be tracked with an ID number after they have been moved. Provided a check function to find the index of an element from the ID number.
3. Made changes to ensure that when data items are moved, other data items listed in the editor dependent on the item being moved are updated.
4. Added feature in editor to allow a scenario variant, if selected, to disable another scenario variant. Only one variant can be selected to disable a variant.
5. Unit Editor: Added prompt when placing a predefined unit on the map asking to set the people for all the subformations in the unit to the people of the owning regime.
6. Unit editor: Added a button to set the people for all the subformations in the selected unit.
7. Unit Editor: Removed ability to assign leaders to non-HQ units.
8. Unit Editor: Added buttons to add copy of selected unit in the selected hex.
9. Unit Editor: Added button to add a copy of a unit (with unit #) in the selected hex.
10. Unit Editor: Made cancel button work properly when copying a UnitNr into a unit as well as adding a copy of a UnitNr into a hex. Previously, canceling would copy unitNr=0 into the unit.
11. People Editor: Modified Add People function to set PeopleGroup mods similar to the default in Rising Dawn.
12. People Editor: Modified Changing PeopleGroup to exchange PeopleGroup mods between old and new PeopleGroup.
13. Landscape Editor: Added capability to copy Move Costs from one Landscape type to another.
14. Landscape Editor: Added capability to copy entrenchment stats from one landscape to another.
15. Landscape Editor: Added ability to copy a Landscape sprite (in addition to adding one).
16. Landscape Editor: Added ability to copy sprites, artistic picture, and sideways sprites from on Landscape to another. Select landscape and sprite to be copied.
17. Landscape Editor: Modified screen so that clicking on the property sheet list will center the property sheet list on the selected item.
18. SFType Editor: Added warning message when deleting an SFType when that SFType is linked to an ItemType.
19. SFType Editor: Added capability to copy combat mods from one Subformation Type to another.
20. SFType Editor: Fixed text associated with FirstRoundPenaltyMod.
21. SFType Editor: Added button to set peoplegroups for the selected SFType to all TRUE/FALSE.
22. SFType Editor: Clarified button to set peoplegroups for all SFTypes. Rearranged the set peoplegroup buttons.
23. Item Editor: Modified displays in the item editor window to show names of elements, such as UseSFTypeGraphic rather than just the index.
24. Item Editor: Added buttons to make PeopleGroups all True or all False, which determines which people group can produce the item.
25. Item Editor: Fixed bug where deleting an item that is being produced at a Location will incorrectly reset some production lines rather than setting production to none.
26. Modified display and input for data that is part of the obj, e.g., SFType, that points to another data element, the name is used, and selected from a list of options, rather than relying on just the index of the data element.
27. Modified looper so that if the endpoint is less than the starting point, the loop is NOT executed at least once.
28. Added undo last draw button for drawing landscapes, area slots, regimes, and special sprites on the map. Includes undoing a draw in fill mode.
29. Changed Graphic overrides for LandscapeTypes so that multiple ovveride landscapes can selected at the same time, instead of adding them one-by-one as was previously done.
30. With exec functions it is possible to load a TOE for a regime with an event as well as to create SFType models for a regime.
31. Added ExecStartTimer() and ExecStopTimer("String") to give designers a mechanism to determine how much time a specific event takes via a pop-up message.
32. Added 17 new check functions
33. Added 22 new exec functions
Advanced Tactics Gold - Death
Advanced Tactics is the breakthrough wargame-4X that has been going strong ever since its release in 2008 and upgrade to Advanced Tactics Gold in 2011. Combining random scenario generation with solid wargaming and 4X empire building.

Recent releases like that of Shadow Empire have kept Vic from doing any work on Advanced Tactics Gold. Hence Vic has signed up with Phoenix Team to bring some well deserved new life and support to Advanced Tactics.



At the moment Phoenix Team consists of Erich Ormand, well known for his Four Seasons Mod, and the prolific Claus E. Füssel, known for his popular Global Domination scenarios and many others.



We are starting this cooperation nice and easy. Phoenix Team is currently working on a volunteer basis and focussing on bug fixing, adding some features as well as improving the editor and its documentation. But if all goes well Phoenix Team might consider taking on the task of finally upgrading AT Gold to AT Platinum.



The Open Beta is available for manual install on the Matrix forums and as a BETA branch on Steam.

Here you can see the changelog v2.40:

Major New Features:
1. Added ability to select regime properties, People, Name, Flags, and colors for random games
2. Extended the climate system to cover the globe from Arctic to Antarctic with a selection of 21 different combinations of climate zones.
3. Ability for Scenario Designers to transfer units, leaders, historical units, models, and TOE formations into games that make up a campaign.

Fixes and minor new features:
1. Implemented full 64-bit executable, with larger memory modules – makes it possible to take screen shots of large maps, load larger graphics for overlays, and more units, etc.
2. Changed Zoom mode with wheel so that selected hex is not changed. This removes CTD bug when checking production for a LocType after zooming.
3. Changed focus with zooming to better center on the selected hex.
4. Improved movement calculations with mixtures of mobilizer units.
Now it is based on matching heaviest units with mobilizers with highest capacity.
5. Fixed issues with incorrect sounds being played with mobilizers, in particular with CVs and aircraft.
6. Fixed bug where the preview AP cost for building roads/bridges was incorrect for mobilized engineer units.
7. TOE import/export now reads all four NATO graphics symbols.
8. Fixed bug where TOE transfers were NOT subject to anti-supply interdiction.
9. Anti-supply losses are tabulated in the info screen at the start of the turn and on the info screen in game.
10. Fixed issue with graphics when clicking between HQs with and without a leader. When selecting an HQ with no leader right after selecting one with a leader, the SFType window would be indented. Also, added headers for AP, RDN, XP, and PPL for HQ w/o leader and SFType number exceeds 8.
11. Fixed bug with officers in a disbanded HQ being sent back to the pool with active cards.
12. Modified production so that items will be produced with excess production if the item is no longer viable. Fixed production prognosis so that production of items obsolete items will not appear to be stockpiled each turn, but will stop being produced when excess production is fully used.
13. Fixed uncommon bug where an HQ could be set to a non-HQ TOE model. Occurred when there are no TOE HQ templates, and a land unit and HQ are in the same hex. If the land unit is set to a land unit template, and the user advances to the HQ, the “Change to this Model” button was still active, and the HQ could be set to the template that the previous unit was set to if the “Change to this Model” button was pressed. It is likely this problem could have existed in the reverse as well.
14. Changed counter-battery fire so that attacking artillery unit gets benefit of entrenchment.
15. Fixed bug where the units in the Info window could not be selected for TOE models.
16. Implemented a confirmation to change a unit’s TOE model.
17. Fixed bug where resources and PP production are not updated when giving a city to an ally.
18. Fixed bug where resources and PP production are not updated when setting a city to no HQ.
19. Fixed text when assigning officer to an HQ with TOE model so that when no officer is present, it says “Appoint” rather than “Swap”.
Similarly, when officer is present the text “Selected HQ has no officer”
is displayed, as it is for a non-TOE HQ with no officer.
20. Fixed bug where a call to the exec function to change an SFType name in an event creating a model would not change the name.
21. Fixed bug occurring when attempting to change the SFType Picture sprite and sideways sprite in the event creating a model.
22. Fixed color palate to save custom colors. The colors are stored in RGB format in “MyATGCustomColors.txt” is written to the main ATG directory and can be edited to add or modify custom colors.
23. Fixed LOCType events numbers for AI building not tracking correctly when events are moved up or down in the list.
24. Fixed bug where an SFType reinforcement number was not updated correctly when the SFType was moved in the list.
25. Modified “Change short name” in TOE ModelDesigner so that it also changes the unit name that is displayed in the unit window.
26. Fixed TOE ModelDesigner so that changing the TOE name does not automatically rename and renumber the units.
27. A unique TOE Model name is assigned to the predefined unit so that it can be identified in the editor. Also, the predefined units are created with default morale = 50 and readiness = 100.
28. Modified AutoChangeProdLine to allow switching production lines based on all SFTypes that upgrade to the item being checked.
29. Fixed problem with NationalIconBIG sprite being displayed as the medium sprite
30. Added data element to identify SFType aircraft as CV operational
31. Added data element to modify ATT values for an SFType when conducting amphibious attacks.
32. Fixed bug where it was possible to add more aircraft to an aircraft carry than its capacity while it is at sea.
33. Added capability so that discovering a particular technology will block a specific model concept (and derivative models).
34. Added capability to bypass the rulevars to specify people for random games with the use of a stringlist. In this way, virtually, and unlimited number of peoples can be used for random games.

Modifications to the Editor:
1. Added capability to move SFTypes, LandscapeTypes, LocTypes, Items, Research, Roads, Rivers, and People in the editor lists.
2. Added capability to add multiple Landscapes for graphics overrides (instead of one at a time).
3. Added capability with rulevar(918) to track the movement of data elements, which can then be used to refactor games made with the previous Masterfile to the new Masterfile after it has been modified through moving data elements.
4. Added an ID # to these elements, and a function to find the index of the item based on the ID #.
5. Added 18 new Check functions.
6. Added 10 new Exec subroutines.

Support your classic games and do please do give it a whirl and let Phoenix Team know of any issues!
Advanced Tactics Gold - SlithFox
Hi everybody!

Advanced Tactics Gold has been updated to version 2.21s!


You can check the changelog below

Liked the game? Leave a review!

Advanced Tactics Gold 2.21s patch notes

- Fixed a strange filename issue when you where setting an alternate master file in the random game setup screen
- Fixed a crash in Ormands scenario with aircraft model
- Fixed a crash in Ormands scenario with Models
- Added the ModelAllowUpgrades button in the editor
- No more crashes when watching history replay with TOE system enabled
- TOE system did not work well with aircraft and could cause mysterious oil losses, fixed! (already fixed in the private v2.21m)
- TOE system got confused with variant resource use = off. fixed!
Advanced Tactics Gold - SlithFox
Hi everybody!

Advanced Tactics Gold has been updated to version 2.21s!


You can check the changelog below

Liked the game? Leave a review!

Advanced Tactics Gold 2.21s patch notes

- Fixed a strange filename issue when you where setting an alternate master file in the random game setup screen
- Fixed a crash in Ormands scenario with aircraft model
- Fixed a crash in Ormands scenario with Models
- Added the ModelAllowUpgrades button in the editor
- No more crashes when watching history replay with TOE system enabled
- TOE system did not work well with aircraft and could cause mysterious oil losses, fixed! (already fixed in the private v2.21m)
- TOE system got confused with variant resource use = off. fixed!
Advanced Tactics Gold - SlithFox
Hi all!

Advanced Tactics Gold has been updated!


List of Changes:
-Several execs and checks added for scenario designers
-A number of GUI glitches with the TOE functionality fixed
-Some minor and rare errors fixed
Advanced Tactics Gold - SlithFox
Hi all!

Advanced Tactics Gold has been updated!


List of Changes:
-Several execs and checks added for scenario designers
-A number of GUI glitches with the TOE functionality fixed
-Some minor and rare errors fixed
Advanced Tactics Gold - SlithFox
All strategy fan will be pleased by this beautiful news: Advanced Tactics Gold - the wargame based by the award winning game engine by the same name – has been updated to version 2.21g!

This new version brings an important new feature, the possibility to create your own Tables of Organization (TOE) while playing the game!
After assigning a unit to a TOE model the game will automatically use logistical resources (trains,trucks, and cargo ships) to send the appropriate troops to it.

This is a truly unique option and in random games only your imagination is the limit!

For a more detailed explanation on how this feature works please check here

Get more information about the game from its official product page
Advanced Tactics Gold - SlithFox
All strategy fan will be pleased by this beautiful news: Advanced Tactics Gold - the wargame based by the award winning game engine by the same name – has been updated to version 2.21g!

This new version brings an important new feature, the possibility to create your own Tables of Organization (TOE) while playing the game!
After assigning a unit to a TOE model the game will automatically use logistical resources (trains,trucks, and cargo ships) to send the appropriate troops to it.

This is a truly unique option and in random games only your imagination is the limit!

For a more detailed explanation on how this feature works please check here

Get more information about the game from its official product page
Advanced Tactics Gold - SlithFox
All strategy fan will be pleased by this beautiful news: Advanced Tactics Gold - the wargame based by the award winning game engine by the same name – has been updated to version 2.21g!

This new version brings an important new feature, the possibility to create your own Tables of Organization (TOE) while playing the game!
After assigning a unit to a TOE model the game will automatically use logistical resources (trains,trucks, and cargo ships) to send the appropriate troops to it.

This is a truly unique option and in random games only your imagination is the limit!

For a more detailed explanation on how this feature works please check here

Get more information about the game from its official product page
...

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